My poor old computer got the error compiling vertex shaders even with up-to-date graphics card drivers. I figured that it would happen, because my computer is on its last legs. It's upgraded as much as possible, and still fails hard.
I should be getting a new computer soon, I'll test again once I get it.

I hope the restrictions of the engine are lifted when the current crop of bugs are fixed.

And please develop a good level saving format? You should really set up a system for saving chunks with extra data, like information about the world format, chunk version, etc. And please don't just use a single byte to signify blocks: Use something just a ushort: A few big minecraft mods will easily use whatever minecraft has left over: Just as well make it big enough to last from the beginning.

A voxel is the 3d extension of a pixel, it stores only basic information like position and color.
So it can't have any textures applied to it. Your engine looks more like a "cube engine".
Checkout "Voxelstein 3D" which uses a true voxel engine for comparison.

In the data, the voxel is merely a position and a block type, which determines the texture.

So it's still a voxel, just one that at render time has a texture. And when more data is added, it'll still be a voxel because that data is merely stored based on its position anyway. Does a pixel cease to be a pixel when I determine that it's part of a button?

I hope the restrictions of the engine are lifted when the current crop of bugs are fixed.

And please develop a good level saving format? You should really set up a system for saving chunks with extra data, like information about the world format, chunk version, etc. And please don't just use a single byte to signify blocks: Use something just a ushort: A few big minecraft mods will easily use whatever minecraft has left over: Just as well make it big enough to last from the beginning.

Oh, and compress the chunk data.

We plan to lift all the restrictions with the next release, but there is quite a few bugs to fix first.
We are actually using structs containing two bytes to store blocks. The chunks are 32x32x32x2B = 64KiB. We might compress them in the future, but this isn't a priority. We also plan to add a info-file with each world specifying all the world-, landscape-, physics- and renderingsettings.